KrisStaber Posted August 2, 2008 Share Posted August 2, 2008 i am getting into houdni rigging and after a day of pain and suffering i think i slowly start to see the light when it comes to capturing geometry but a lot is still not 100% clear and a bit weired i am sure a good tutorial would help there but i couldnt really find anything questions: there seem to be a lot of different capturing methods in houdini and they dont seem to update the color on the mesh same way there is the capture regions one the painting weights - that one often seem to lock itsself up the moving the slider on the bones with points selected and probably a couple of other ones can i use them all at once ? how do you usually envelope a high quality character to a bit mor advanced rig ? why do the painting weights one often lock up i then have the brush and all but i cant paint thanks Quote Link to comment Share on other sites More sharing options...
michael Posted August 5, 2008 Share Posted August 5, 2008 you can use all of them together.... my best guess about the capturepaint locking up is that you're painting with 'live' geometry.... place a null SOP just above your deform SOP and then lock it (red flag) that should help. Quote Link to comment Share on other sites More sharing options...
KrisStaber Posted August 6, 2008 Author Share Posted August 6, 2008 i will have to try that but i have a lot of deformer bones in different levels i have a weired behaviour on a few bones others work any ideas seems like the bone is in some other space skin_problem.mov Quote Link to comment Share on other sites More sharing options...
KrisStaber Posted August 6, 2008 Author Share Posted August 6, 2008 isnt there a capturing method where i can grab the mesh and the bones, and then tell it to find X amount of closest bones for every single vertex ? so that every vertex grabs say two bones that are closest to it, and therefore every vertex / meshpoint is captured ? Quote Link to comment Share on other sites More sharing options...
Jason Posted August 6, 2008 Share Posted August 6, 2008 isnt there a capturing method where i can grab the mesh and the bones, and then tell it to find X amount of closest bones for every single vertex ?so that every vertex grabs say two bones that are closest to it, and therefore every vertex / meshpoint is captured ? Proximity Capture is what you want, yes? Quote Link to comment Share on other sites More sharing options...
KrisStaber Posted August 6, 2008 Author Share Posted August 6, 2008 Proximity Capture is what you want, yes? sort of but i would like it from the other end that proximity capture starts from every bone and just calculates a distance (sliders in the lower left) and captures the geometry according to that distance i would like to have it start from every vertex / point and grab a predefined ammount of bones that are closest in distance to that vertex this way every point in the mesh will be captured and you have some sort of usable result to work from. with houdinis capture proximity its very problematic when you compare the spine (big distance to bone) to fingers (small distance) i am sure there is a straight forward workflow in capturing geometry in houdini i just havent found it yet :-/ Quote Link to comment Share on other sites More sharing options...
Jason Posted August 6, 2008 Share Posted August 6, 2008 that proximity capture starts from every bone and just calculates a distance (sliders in the lower left) and captures the geometry according to that distancei would like to have it start from every vertex / point and grab a predefined ammount of bones that are closest in distance to that vertex this way every point in the mesh will be captured and you have some sort of usable result to work from. I'm sure in the algorithm it must do it from the point's perspective, searching for the closest bones. The CaptureProximity does support a "Max Influences" (default of 2) parameter too, so I'm not sure what else you might need? i am sure there is a straight forward workflow in capturing geometry in houdini The CaptureRegion style I've find useful in the past, and really easy to use - and the Metaball Capture is excellent for getting better weighting for muscled characters - or even cartoony ones. And you can do this very interactively, at least with the CaptureRegion pills. Quote Link to comment Share on other sites More sharing options...
KrisStaber Posted August 7, 2008 Author Share Posted August 7, 2008 yeah you are right jason now that i slowly get the hang of the DOs and DONTs of geometry capture i find everything i need and more some of the tools are just awesome and i am sure i am only scratching the surface Quote Link to comment Share on other sites More sharing options...
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